Deliverator
Graphical Hackificator
There was a bit of side-discussion in the Arrakis mapscript thread about corporations in this mod.
What we have now in Dune Wars, are two types of corporation:
A) House Spice Corporations - these are basically a mechanic for generating more gold dependent on how much spice you are working. This is a key part of the current spice economy.
B) Other Corporations - which seem to be just renames of the vanilla ones (CHOAM, Fai Water Reserves, etc)
The Category B are pretty nonsensical at the moment, and I am proposing to remove them in 1.3.8. If we can come up with decent uses for the corporation mechanic we can create new ones.
'Corporation' is perhaps an unhelpful term to think about when thinking about their use in mod design. It is better to think of them as a mechanic separate from all the baggage that goes with the word.
This link explains the corporation mechanics in vanilla in detail.
The core mechanic is that corporate branches produce a yield of food, hammers, gold, culture, science or espionage (with modding) dependent on the number of a bonus that that city has access to.
In vanilla, to quote the power of sushi article, domestic corporation spread 'is a tool for converting gold into something more useful; food, production, culture, science or some combination of these' and foreign corporation spread involves 'spamming the corporation like a religion - the maintenance costs aren't your problem, and every extra city gives you a tidy amount of cash.'
In terms of modding corporations, you can change maintenance costs of corporations, even removing them completely which obviously profoundly effects how they work. You can even set negative values for yields and maintenance in Civ4CorporationInfos.xml, I believe, which could give some quite interesting results.
The only half-decent idea I have so far for non-spice corporations is to have a Water Shippers corp that produces water (and perhaps gold) dependent on the number of the new Ice resource you have.
What we have now in Dune Wars, are two types of corporation:
A) House Spice Corporations - these are basically a mechanic for generating more gold dependent on how much spice you are working. This is a key part of the current spice economy.
B) Other Corporations - which seem to be just renames of the vanilla ones (CHOAM, Fai Water Reserves, etc)
The Category B are pretty nonsensical at the moment, and I am proposing to remove them in 1.3.8. If we can come up with decent uses for the corporation mechanic we can create new ones.
'Corporation' is perhaps an unhelpful term to think about when thinking about their use in mod design. It is better to think of them as a mechanic separate from all the baggage that goes with the word.
This link explains the corporation mechanics in vanilla in detail.
The core mechanic is that corporate branches produce a yield of food, hammers, gold, culture, science or espionage (with modding) dependent on the number of a bonus that that city has access to.
In vanilla, to quote the power of sushi article, domestic corporation spread 'is a tool for converting gold into something more useful; food, production, culture, science or some combination of these' and foreign corporation spread involves 'spamming the corporation like a religion - the maintenance costs aren't your problem, and every extra city gives you a tidy amount of cash.'
In terms of modding corporations, you can change maintenance costs of corporations, even removing them completely which obviously profoundly effects how they work. You can even set negative values for yields and maintenance in Civ4CorporationInfos.xml, I believe, which could give some quite interesting results.
The only half-decent idea I have so far for non-spice corporations is to have a Water Shippers corp that produces water (and perhaps gold) dependent on the number of the new Ice resource you have.